uniform sampler2D firstTexture;
uniform sampler2D secondTexture;

void main()
{
	float amountfirst = 0.7;
	vec3 textured = 1.2*amountfirst * texture2D(firstTexture,gl_TexCoord[0].st).rgb *
					1.2*(1.0-amountfirst)*texture2D(secondTexture, gl_TexCoord[1].st).rgb;
	gl_FragColor.a = 1.0;
	gl_FragColor.rgb =  /*pow(*/vec3(5.8,4.4,5.1)* textured;/*, vec3(2.2));*/
}
